﻿using NodeCanvas.BehaviourTrees;
using NodeCanvas.Framework;
using UnityEngine;

namespace Yoozoo.Gameplay.Liberty.AI.Node
{
    public class ReturnNpcStatusFailure : AIConditionBaseNode
    {
        public BBParameter<NpcStatus> npcStatus = NpcStatus.PathControl;

        protected override bool OnCheck()
        {
            if (_entity && (_entity.data.npcStatus & npcStatus.value) == 0)
            {
                return false;
            }
            return true;
        }
    }
}